I'm convinced Blizzard can no longer see the game through the veil of the mechanics. This shit isn't even a job anymore. You at least got something out of playing it like it was a job. Whatever this is is just a sad uninspired festering pile of numbers and data that puts EVE to shame. They would have been down to half a million subs by now if it wasn't for the talented art department carrying their asses for years.
As much as everyone likes to shit on humanities/liberal arts majors, WoW in its current state is what happens when your game is run by people who only took STEM classes. The future of gaming will be a giant spreadsheet. The only good thing coming out of WoW right now is the stuff being churned out by people who went to art school.
Brings up an interesting thought. They generate art assets by the truck full, most of which doesn't make the software bloat quota, and what they ultimately decide on, while generally acceptable, always seems stifled, suffocated, minimized. They have this massive art department and budget, and unfortunately most of what we see is the resulting animations. Not new armor. Not new models.As much as everyone likes to shit on humanities/liberal arts majors, WoW in its current state is what happens when your game is run by people who only took STEM classes. The future of gaming will be a giant spreadsheet. The only good thing coming out of WoW right now is the stuff being churned out by people who went to art school.
WoW is not a spreadsheet game at all. In fact people put so much stock in bad information just because it "sims" well that it shows it's not a spreadsheet game. They hit a button, relying on a program another human being created, and furthermore APL's written for each class by different human beings, and expect it to be exactly how the wow engine works. It isn't. And they can still perform well even with bad information. They also keep removing all interesting choice and put very limited choice into character builds and choice these days. Anybody who thinks you need to spreadsheet and study formulas is clearly not taking the time to just read the 5 tooltips that matter for their class. It's mind numbingly simplistic.
If you wanna see a spreadsheet game go look at PoE. Except that game is excellent and people love it and its art team arguably sucks.
WoW is not a spreadsheet game at all. In fact people put so much stock in bad information just because it "sims" well that it shows it's not a spreadsheet game. They hit a button, relying on a program another human being created, and furthermore APL's written for each class by different human beings, and expect it to be exactly how the wow engine works. It isn't. And they can still perform well even with bad information. The devs also keep removing all interesting choice and put very limited functionality into character builds these days. Anybody who thinks you need to spreadsheet and study formulas is clearly not taking the time to just read the 5 tooltips that matter for their class. It's mind numbingly simplistic.
If you wanna see a spreadsheet game go look at PoE. Except that game is excellent and people love it and its art team arguably sucks.
I have an idea of what earthfell is talking about and it's sort of my line of thinking as well. It's as though they have this big spreadsheet of data entries that they're using to design the game. Not talking about gear formulas and the like. More like, X players put Y number of hours into Z game element so produce ZA content and limit ZB content to YA hours per period. Disregard any common sense that might arise. Things like the excessive amount of daily or weekly limitations to what a players are allowed to do, exactly how close every single DPS spec needs to be within range of the other, amounts of gold per hour that is acceptable, amount of time per hour that a toy costume can be worn etc... All of the adjustments seem to be about confining every single little thing into acceptable data ranges rather than "Is this shit fun for these people?"
I watched a video on Classic Wow yesterday and what it made me realize is not that I care so much for Classic but that I want to play an MMORPG with an emphasis on the RPG part. Forgetting all the additional elements like talent trees, weapon skill, spell rank, and countless other lost elements. I miss just being in a world, there was no little queue guiding me to grind out this currency or run this dungeon 20538 times in this 2 year expansion window.
You were simply plopped out into this world and you made your own way through it. I don’t need a single player cut scene every time I run an instance, or some god awful bullshit story written by retards. I don’t need chores in a game period. I want to play in a fucking sandbox world and I’ll choose the shit I want to do with it.
Exactly! The game is just overly produced. It micromanages the player, almost like a hyper-controlling, overbearing parent. There is no room for the unpredictable, for risk taking, for adventure. Anything not intentionally designed is a mistake that must be corrected. This means players cannot generate their own fun, or play the game in any other way than what was formulated in the Vision (which is just a euphemism for 'my way or the highway').
My favorite thing in GW2 are the Hero Point trains. Those were not designed by ArenaNet. In GW2, you have to collect hero points to learn skills, and these points are clickable items in the world that have to be discovered. Some dude mapped them all out and memorized the most efficient way to collect them, then started advertising that he would lead groups of noobs to harvest them all. So you have these trains of 40 people following some guy for over an hour to collect these, and it's just so much fun, and in return he asks for donations. It feels like Lemmings, and you are one of the Lemmings, and people die, get lost, it's great. It also means you can have a fresh level 80 character completely master all of their skills in about an hour.
If this were Blizzard, they would immediately destroy that by capping how many hero points you can harvest in a day, or they would have made Hero Points from older expansions unusable for the new skills. They would gate it. They would justify doing this because it was "not intended" for people to advance skills so quickly, so they are "fixing" the "mistake."
They are like a police state, and what they are policing is fun itself, but instead of fun they call it progression, because they can measure it in exp/gold/artifact power, which reveals it really is all just a numbers game. I imagine they have data scientists creating charts on the causal relationship between progression and subscriber retention. You can measure progression, but you can't measure fun. It's like quantitative data analytics took over all of their decision making and game design.
Exactly! The game is just overly produced. It micromanages the player, almost like a hyper-controlling, overbearing parent. There is no room for the unpredictable, for risk taking, for adventure. Anything not intentionally designed is a mistake that must be corrected. This means players cannot generate their own fun, or play the game in any other way than what was formulated in the Vision (which is just a euphemism for 'my way or the highway').
17 pieces is a lot, were some of them from before the patch? It was confirmed that pieces from before the patch wouldn't scrap for the new currency (I had like 20 pieces saved up too dammit , was worth a try).
Limited tech trees (or any semblance of choice completely removed because none of the talents actually matter), classes that are fun completely fucked into the ground for the purpose of balancing....So, WoW got a lot of Diablo 3esque mechanics to it when D3 devs got moved over to the WoW team, and they announced today that they're shifting HotS devs to other projects. Anyone that plays HotS have any suggestions of what(if any) elements me could see bleed over?
Exactly! The game is just overly produced. It micromanages the player, almost like a hyper-controlling, overbearing parent. There is no room for the unpredictable, for risk taking, for adventure. Anything not intentionally designed is a mistake that must be corrected. This means players cannot generate their own fun, or play the game in any other way than what was formulated in the Vision (which is just a euphemism for 'my way or the highway').
they want to slow the game down with no given reason